/*
 * Copyright (C) 2005-2011 MaNGOS <http://www.getmangos.com/>
 *
 * Copyright (C) 2008-2011 Trinity <http://www.trinitycore.org/>
 *
 * Copyright (C) 2010-2011 ProjectSkyfire <http://www.projectskyfire.org/>
 * 
 * Copyright (C) 2011 ArkCORE <http://www.arkania.net/>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
 */

#include "gamePCH.h"
#include "Common.h"
#include "CharacterDatabaseCleaner.h"
#include "World.h"
#include "Database/DatabaseEnv.h"
#include "DBCStores.h"

void CharacterDatabaseCleaner::CleanDatabase() {
	// config to disable
	if (!sWorld->getBoolConfig(CONFIG_CLEAN_CHARACTER_DB))
		return;

	sLog->outString("Cleaning character database...");

	uint32 oldMSTime = getMSTime();
	// check flags which clean ups are necessary
	QueryResult result = CharacterDatabase.Query(
			"SELECT value FROM worldstates WHERE entry = 20004");
	if (!result)
		return;

	uint32 flags = (*result)[0].GetUInt32();

	// clean up
	if (flags & CLEANING_FLAG_ACHIEVEMENT_PROGRESS)
		CleanCharacterAchievementProgress();

	if (flags & CLEANING_FLAG_SKILLS)
		CleanCharacterSkills();

	if (flags & CLEANING_FLAG_SPELLS)
		CleanCharacterSpell();

	if (flags & CLEANING_FLAG_TALENTS)
		CleanCharacterTalent();

	if (flags & CLEANING_FLAG_QUESTSTATUS)
		CleanCharacterQuestStatus();

	// NOTE: In order to have persistentFlags be set in worldstates for the next cleanup,
	// you need to define them at least once in worldstates.
	flags &= sWorld->getIntConfig(CONFIG_PERSISTENT_CHARACTER_CLEAN_FLAGS);
	CharacterDatabase.DirectPExecute(
			"UPDATE worldstates SET value = %u WHERE entry = 20004", flags);

	sWorld->SetCleaningFlags(flags);

	sLog->outString(">> Cleaned character database in %u ms",
			GetMSTimeDiffToNow(oldMSTime));
	sLog->outString();
}

void CharacterDatabaseCleaner::CheckUnique(const char* column,
		const char* table, bool(*check)(uint32)) {
	QueryResult result = CharacterDatabase.PQuery("SELECT DISTINCT %s FROM %s",
			column, table);
	if (!result) {
		sLog->outString("Table %s is empty.", table);
		return;
	}

	bool found = false;
	std::ostringstream ss;

	do {
		Field *fields = result->Fetch();

		uint32 id = fields[0].GetUInt32();

		if (!check(id)) {
			if (!found) {
				ss << "DELETE FROM " << table << " WHERE " << column << " IN (";
				found = true;
			} else
				ss << ", ";

			ss << id;
		}
	} while (result->NextRow());

	if (found) {
		ss << ")";
		CharacterDatabase.Execute(ss.str().c_str());
	}
}

bool CharacterDatabaseCleaner::AchievementProgressCheck(uint32 criteria) {
	return sAchievementCriteriaStore.LookupEntry(criteria);
}

void CharacterDatabaseCleaner::CleanCharacterAchievementProgress() {
	CheckUnique("criteria", "character_achievement_progress",
			&AchievementProgressCheck);
}

bool CharacterDatabaseCleaner::SkillCheck(uint32 skill) {
	return sSkillLineStore.LookupEntry(skill);
}

void CharacterDatabaseCleaner::CleanCharacterSkills() {
	CheckUnique("skill", "character_skills", &SkillCheck);
}

bool CharacterDatabaseCleaner::SpellCheck(uint32 spell_id) {
	return sSpellStore.LookupEntry(spell_id) && !GetTalentSpellPos(spell_id);
}

void CharacterDatabaseCleaner::CleanCharacterSpell() {
	CheckUnique("spell", "character_spell", &SpellCheck);
}

bool CharacterDatabaseCleaner::TalentCheck(uint32 talent_id) {
	TalentEntry const *talentInfo = sTalentStore.LookupEntry(talent_id);
	if (!talentInfo)
		return false;

	return sTalentTabStore.LookupEntry(talentInfo->TalentTab);
}

void CharacterDatabaseCleaner::CleanCharacterTalent() {
	CharacterDatabase.DirectPExecute(
			"DELETE FROM character_talent WHERE spec > %u", MAX_TALENT_SPECS);
	CheckUnique("spell", "character_talent", &TalentCheck);
}

void CharacterDatabaseCleaner::CleanCharacterQuestStatus() {
	CharacterDatabase.DirectExecute(
			"DELETE FROM character_queststatus WHERE status = 0");
}
